@DragonParadox my suggestion: if the clone's charm is chosen, could you see the various variations of it presented in the topic and choose the best one for us? Since the QM is the one who decides whether a mechanic is balanced and it would save us from another unnecessary vote.
Since most people seem to have voted with the intent of baseline I think it would be best to stick to that and then if people want to change it later it can be a vote. This vote is already pretty dense and I worry that doing so now would be distracting, but at the same time I do not want to take away player control of the character.
From a pure use perspective SGI gives you a fistful of mortals and a resurrection mechanic.
TTON gives the same things, but also has uniform handling for the annoying edge cases we're dealing with and provides an answer to the weaknesses that made SGI a liability.
The cost being that we have to do something more interesting then spending essence and screaming at first use, and if someone kills parts of Molly's soul it hurts until she takes a minute to rub the tension out of a metaphorical muscle.
I'm confused why being stabbed in the soul having even mild and temporary consequences is such a deal breaker here. We don't even want them for combat, and the thing has built in options for improving survivability.
That may have been your intention, but the way I read your writing it pass a feel of the impact of the release to be quite large. And knowing the paranoia and shyness of others, I can already imagine many pages where we discuss whether or not to just make the clone because of the worst possibilities.
I like the part where there's a mecanic to go back to our hell, but I like the clones because they're kind of disposable, so I really don't like that part.
Since most people seem to have voted with the intent of baseline I think it would be best to stick to that and then if people want to change it later it can be a vote. This vote is already pretty dense and I worry that doing so now would be distracting, but at the same time I do not want to take away player control of the character.
Sorry but this is totally wrong, everyone throughout the vote wants a clone charm (whether now or later) but no one is satisfied with the base one, that's why there are 3-4 different versions floating around already.
Sorry but this is totally wrong, everyone throughout the vote wants a clone charm (whether now or later) but no one is satisfied with the base one, that's why there are 3-4 different versions floating around already.
Brownzetongue's charm would allow our clones to retreat to the FiveFoldCourts at will and since the effect would be charm based it'd be basically impossible to counter or stop while leaving no remains that could possibly be used as a focus. There better in one sense at least.
Which, by the way, is one of the reasons I made it so that the clones are the ones that initiate the return to their maker (and removed the presence range) in the personal version I posted, instead of Molly being the one to do it.
Since most people seem to have voted with the intent of baseline I think it would be best to stick to that and then if people want to change it later it can be a vote. This vote is already pretty dense and I worry that doing so now would be distracting, but at the same time I do not want to take away player control of the character.
I'm pretty sure none of us want the base version specifically, in fact, most of us would probably be A-Ok with another version, as it would ease the tension in the thread around this charm.
That may have been your intention, but the way I read your writing it pass a feel of the impact of the release to be quite large. And knowing the paranoia and shyness of others, I can already imagine many pages where we discuss whether or not to just make the clone because of the worst possibilities.
I like the part where there's a mecanic to go back to our hell, but I like the clones because they're kind of disposable, so I really don't like that part.
They're disposable to a stereotype infernal, but we've been warned multiple times that it sucks for them when they bite it. I don't think it's IC for Molly to treat them this way.
In any case, none of the actual presented uses people have talked about included combat duty, the risk is in them being attacked while doing something like attend class for us.
I'm not sure why there'd be pages of debate either, maybe I need to change the phrasing. Functionally what it says is that if you get stabbed in the soul you need to sit and heal for about the same amount of time it takes for CSR to repair one point of lethal damage. It just costs essence, because you're reconjuring the clone too.
If you're going to send your manifest soul into battle that should mean something, win or lose.
I already said that I'm bad at English. But here's my idea of charm.
Virtual Souls of the Queen/Sparks of Infernal Exalt/Creation of the Infernal Incarnation/Avatar. Choose a name to suit your taste
The Infernal breaks off a piece of her flaming soul creating a subsoul. And she is able to breathe a spark of this flame into a copy of her body created by her hands, reviving the body as a clone of oneself.
System:The infernal spends five essence, and separates it into a separate sub-soul associated with its original essence. Such a soul is a complete mental copy of the infernal at the time of creation, but is inactive. Then the Infernal must create a body for this subsoul, creating it with her own hands. And then this simulacrum can be revived and turned into a clone when the sub soul possesses inanimate matter. Turning simulacrum into a copy of the infernal made of flesh and blood.
This clone is a perfect copy of the infernal and comes to the world naked, perfectly loyal to its creator, precisely aware of what it is, and in possession of the same memories and personality as the infernal. It has the same traits as the infernal(and may also have unique features built into the body during the creation of the latter. At the discretion of the GM).
The infernal can have up to Essence rating minus one clone active at once. By spending one essence, infernal can order sub soul to leave the body, causing the body to dissolve into ectoplasm. At the same time returning the subsoul experiences and memories to the infernal. The subsoul of the destroyed clone lies dormant in the soul of the infernal, awaiting a new body.. If the Infernal wishes, she can recreate specific absorbed subsouls when using this charm.
Subsouls are directly connected to the exalt that created them and her essence, gaining access to the passive benefits of the infernal's charms. This connection also makes the clones more than just mortal copies of the infernal. Making it impossible for them to be transformed and possessed by other entities without the permission of the infernal. Giving the main soul the ability to protect their consciousness from invasion. Or activate the self-destruction of the clone when the enemy tries to hack into their memory or other interrogation methods. And allowing this connection to be severed, turning the clone into inert ectoplasm that has no sympathetic magical connection with the exalt.
If the Infernal should ever die while any of her clones are abroad in the world, The original body of infrernal becomes a whirlwind of green fire and flies across the world towards the clone. Consuming the clone in a hurricane of flames and absorbing the clone's memory and identity. After which the flame fills the clone's body and the main soul of the Infernal now inhabits this body. All modifications to the clone's body are destroyed during the transfer process. . Reincarnating in this fashion reduces the Infernal's Essence rating by 1. If this would reduce her to Essence 0, then reincarnation is impossible
I know this is probably not that great, but I hope this gives a rough idea of how I see this charm and its mechanics. Here we still need mechanics for crafting bodies, clarification on whether it is possible to give them something other than the usual properties and other details. But this is how I see the Molly version of this charm
And yes, this is a huge description. But this charm is almost as difficult as creating your own Worldsoul. I think it deserves details.
The first of all acts was to name. Each titan tearing themselves from the roiling chaos and defining themselves against it. A fact that no debasement could ever wholly take from them.
Echoing that act their heirs turn their hands on their own souls; naming each part according to their own design, thereby becoming in small part like those spoke themselves into being.
System:
The infernal spends 5 essence and meditates for at least one scene, turning inwards to look at their own soul. Once there, she must make a willpower roll to search her own memories for something that defines her.
It can be nearly anything; important memories, strong beliefs, trauma, what matters is that it's true and personal to the exalt. This can be very unpleasant, and lower successes should result in facing less comfortable things.
Whatever she finds, the infernal then names and begins the process of shaping into a new facet of her soul. She may have no more than her essence rating of these, and if one is destroyed the element of her soul it embodies is numbed in whatever manner is appropriate until she repeats this ritual at +1 DC to find and reform it.
If the infernal dies instead her essence manifests as screaming wind and flees to the nearest clone, killing it in her place. This wounds the infernal's spirit, dropping her one essence level that may not be regained by any means before she reforms the facet she replaced.
Once named facets may be embodied or dispelled with a thought, supposing they aren't currently destroyed and are in the infernal's presence, but she must pay 1 mote to copy over any memories directly.
As they are subordinate faces of the infernal's soul she may not use her charms through them to directly affect the world. However, as they are still part of her they may still affect themselves.
In general this means abilities that solely impact the infernal and do not rely on active interaction. The infernal may not use excellency through a clone any more than she may fire a shotgun with her nose, but can defend any part of her 'face' with equal strength. When doing so they share the infernal's essence pool.
By default the clones form as an approximation of the infernal as a mortal, perfectly loyal to its creator, fully aware of what it is, and in possession of her memories. However, for the same resource investment as making one outright she may invest them with the appropriate number of arcana features.
If the infernal has a hell they may spend one arcana feature point to provide an emanation style return function. By spending one willpower they may vanish in a burst of flaying wind to return to her hell. This counts as a clone death for the purposes of the charm, save for that it does not numb the associated elements of the infernal's soul as the facet slides smoothly back into place.
Fiddled with the DC on the reformation and the return home function aftermath clause to make more sense.
I still maintain that if you're going to send your soul into battle that should mean something and that temporary easy to fix numbness of whatever they represent is a very mild implementation of that. Fortunately, it shouldn't come up much because we're not fighting in the clone wars.
Splintered Gale Incarnation
System: The Character can touch the body of any physical, thinking being they have personally killed and spends a Willpower. This transforms the corpse into their Clone. The Clone does not need to look like the Character and can look as the corpse did when it was alive and the Character is aware of all intimacies and the Archetype of the dead person but not memories or anything specific.
The Clones are mundane in most aspects, except that they are treated as if they are immune to all forms of mind control and possession except that of the Infernal. If the corpse had any special power when they were alive, then the Clone gains that power.
The Character can have up to Essence rating in clones alive and active at once and is able to mentally communicate with their clones regardless of distance or even in between realms. By touching the clone, the Character can absorb the clone, healing all their wounds and completely restore themselves and gain all of the memories of the clone. If absorbed, the Corpse is destroyed and the Character does not gain any special ability that the Clone had.
If the Infernal should ever die they can resurrect themselves Essence "slot" times into the nearest clone of their choice. This destroys the clone and Infernal loses a "slot" for a year and a day. Any special power that the clone had is lost.
That isn't how English syntax works. A quantitative descriptor does not increase the qualitative qualities of the thing it's describing. If it says five senses or all five senses it's still just means five senses.
Votes seem to have settled. I am just glad Inner Devils are available in both options. Will miss the clone charm but Black Mirror is nice to have too. Though not completely sold on it.
So who di you guys want to use IDU first on? Daniel or Olivia?
Adhoc vote count started by Yzarc on Mar 4, 2024 at 3:40 AM, finished with 564 posts and 38 votes.
[X] I Can See You, But You Can't See Me!
-[X]Molly 60 xp --[X] Purchase Black Mirror Incarnation (15 XP) --[X] Purchase Inner Devil Unchained (12 XP) --[X] Purchase Awareness up to 2 Dots (5 XP) --[X] Increase Alertness to 2 Dots (2 XP) --[X] Increase Alchemy to 4 Dots (6 XP) --[X] Total XP Spent: 40 -[X] Lydia - 15 XP, plus 12 Molly XP --[X] Purchase Companions of the Hunter (12 XP) --[X] Purchase Warding of Divine Ancestry (15 XP) -[X] Tiffany - 15 XP, plus 7 Molly XP --[X] Purchase Lore of Awakening up to 3 Dots (22 XP) -[X] Unspent XP: 1
[X] Plan Feeding and Healing v2
-[X] Molly, 41 XP
--[X] Splintered Gale Incarnation, 20 XP
--[X] Alchemy 4, 6 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 1, 3 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X]Plan Minion care
-[X]Molly 60 xp
–[X]False Springs Beckon (•••) 9XP
–[X]Inner Devils Unchained (••••) 12Xp
–[X]Endless Torment Emanation (•••) 12 XP
–[X]Shadow Spite Curse (••) 6XP
–[X]Golden Years Tarnished Black (••) 6 XP
--[X]Prayer eating first dot 2 XP
--[X]1 XP left over
-[X]Lydia
–[X]Companions of the Hunter (••••) 12 XP
--[X]Leadership (•) 2 Xp
--[X]1 XP saved
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X]Animal ken 1 2xp
–[X] Second dot of lore of awakening 5 XP.
[X] Plan Feeding and Healing + Defence v. Yog
-[X] Molly, 41 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Alchemy 4, 6 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
--[X] Prince of Ruin Attitude, 4 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X] Plan Feeding and Healing
-[X] Molly, 41 XP
--[X] Splintered Gale Incarnation, 20 XP
--[X] Alchemy 4, 6 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X] Plan Feeding and Healing + Defence
-[X] Molly, 41 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Alchemy 4, 6 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
--[X] Prince of Ruin Attitude, 4 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[x] Plan: Trying to buy votes. V2
-[X]Molly 60 xp
--[X] Splintered Gale Incarnation, 20 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Inner Devils Unchained, 12 XP
--[X]Running To Forever, 4xp -[X] Lydia - 15 XP --[X] Purchase Warding of Divine Ancestry (15 XP)
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X] Second dot of lore of awakening 5 XP.
[x] Plan: Molly's Warp storm and Demons
-[X]Molly 60 xp
--[X] Alchemy 5, 22 XP
--[X] Mana Manipulation, 13 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 2, 5 XP -[X] Lydia - 15 XP --[X] Purchase Warding of Divine Ancestry (15 XP)
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X] Second dot of lore of awakening 5 XP.
[X]Plan Minion care
- [x] Molly 57 xp
–[X]False Springs Beckon (•••) 9XP
–[X]Inner Devils Unchained (••••) 12Xp
–[X]Endless Torment Emanation (•••) 12 XP
–[X]Shadow Spite Curse (••) 6XP
–[X]Golden Years Tarnished Black (••) 6 XP
--[X]Prayer eating first dot 2 XP
-[X]Lydia
–[X]Companions of the Hunter (••••) 12 XP
--[X]Leadership (•) 2 Xp
--[X]1 XP saved
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X]Animal ken 1 2xp
–[X] 5 Xp left over
From a pure use perspective SGI gives you a fistful of mortals and a resurrection mechanic.
TTON gives the same things, but also has uniform handling for the annoying edge cases we're dealing with and provides an answer to the weaknesses that made SGI a liability.
The cost being that we have to do something more interesting then spending essence and screaming at first use, and if someone kills parts of Molly's soul it hurts until she takes a minute to rub the tension out of a metaphorical muscle.
I'm confused why being stabbed in the soul having even mild and temporary consequences is such a deal breaker here. We don't even want them for combat, and the thing has built in options for improving survivability.
I personally don't have any particular problems, except that you're adding another weakness to the clones. I really hope to make the clones something without the ability to hit Molly through them. You seem to make the main disadvantage the possibility of damaging it through killing clones. I personally would rather spend time crafting clone bodies than this. And this can also be used as a metaphysical link to drive 1000 agrav into molly from the other side of the world. That's not too good either.
BUT I like the idea of spending extra Essence to improve clones. Granted, I think it's a little too simple. But still good. Honestly, we will actually need mechanics for crafting clones and their default stats then.
I also think that the specific language is not clear everywhere. It's not that I didn't have these problems. Just noticing
And a good version of recaling back the clones, although this can be dangerous if they are stunned before they can react. I think we need something to allow molly to react instead of stunned clones.
I also like that your clones are the mental/spiritual aspects of Molly. This is also quite good.
Which, by the way, is one of the reasons I made it so that the clones are the ones that initiate the return to their maker (and removed the presence range) in the personal version I posted, instead of Molly being the one to do it.
Given the recent developments of Dragon's telling that votes for SGI would allows us to choose one of the homebrew version instead, I think we should resee our priorities:
Do we want the ressource generator online? A thing that is always good to do as fast as possible.
Or do we want a new stealth charm? One that is neither in line with our short term goals (we have no infiltration planned at all) nor our playstyle (we have been developing towards being good at combat and diplomacy, not infiltration).
Without the risks of SGI in the balance, I do think it is important to point that out.
Edit:
Or, you know, we could split the difference and take both, that is a thing too.
I am on phone and unable to do a plan right now, but if someone wants to do it….
Or now that the vote has been settled after being open for almost 48 hours, the folks who want to come up with an alternate version of SGI can wait until our next XP expenditure and use the intervening time between now and then to finalize the particulars of the new Charm.
I categorically refuse to settle on a *we'll do it next time, promise*.
That never works, between Xp constraints, new priorities, and changing voters, you cannot believe that something like that will work.
At the end of the day, one charm is better now, the other is not, and the second is BMI, hands down, we do not play in a way that benefit from it, we do not intend to do things that will benefit from it currently and we did perfectly well at Vegas without it.
Given the recent developments of Dragon's telling that votes for SGI would allows us to choose one of the homebrew version instead, I think we should resee our priorities:
Do we want the ressource generator online? A thing that is always good to do as fast as possible.
Or do we want a new stealth charm? One that is neither in line with our short term goals (we have no infiltration planned at all) nor our playstyle (we have been developing towards being good at combat and diplomacy, not infiltration).
Without the risks of SGI in the balance, I do think it is important to point that out.
Edit:
Or, you know, we could split the difference and take both, that is a thing too.
I am on phone and unable to do a plan right now, but if someone wants to do it….
There were plenty other very usable charms (for example, see other Yog's plans) that could have been used by Molly in the current situation, but people voted for SGI and IDU, so other participants had to choose plan with BMI to, at least, spend some XP on very much needed stats.
I categorically refuse to settle on a *we'll do it next time, promise*.
That never works, between Xp constraints, new priorities, and changing voters, you cannot believe that something like that will work.
At the end of the day, one charm is better now, the other is not, and the second is BMI, hands down, we do not play in a way that benefit from it, we do not intend to do things that will benefit from it currently and we did perfectly well at Vegas without it.
I categorically refuse to settle on a *we'll do it next time, promise*.
That never works, between Xp constraints, new priorities, and changing voters, you cannot believe that something like that will work.
At the end of the day, one charm is better now, the other is not, and the second is BMI, hands down, we do not play in a way that benefit from it, we do not intend to do things that will benefit from it currently and we did perfectly well at Vegas without it.
It's difficult to play in a way that favors BMI when you don't actually have the BMI Charm. We don't have a vote for what we will do and an "oh well, here's what we would have done if we had BMI" vote each time a situation comes up where it would have been useful.
And using Vegas as an example in your argument is not the best option, IMO. If we had BMI before we stepped foot in Nevada, the arc would have probably been 30 chapters shorter and the western half of the USA would have been much less likely to go the way of Fallout New Vegas.
I don't think I will change my vote, because there is no consensus on clones yet. Instead, I think we need to develop a system for improving clones. Even if in the end there will be charm without it, I consider this an important part. First of all, modularity relative to other craft charms. In the sense that crafting clones will be better with them. In the case of purely mental actions, we can add purely mental rolls and chars to the crafting.
I like the idea of spending extra essence on a clone to give it magical properties. But this seems too simple. Perhaps a roll needs to be added and Molly needs to know the properties that it adds to the clones. And limit the properties to something quite simple, maybe make a price limit in the experience for features purchased by essence.
Then we integrate sorcery and shen arts, perhaps they can be used to enchant clone bodies or add functions in other ways, but only weak functions. And finally we're adding charms like constructive convergence of princeples, which massively improve clones, but for bigger things works like Exalt Craft.
Thd clones are cool. They can be useful, but until I see the final contenders, I am not comfortable locking A clone charm in. Not before seeing ghd options.
Honestly I think clones have another option to discuss besides mechanics. Namely flavor. I think the original one doesn't suit Molly. Because she doesn't have such a strong association with wind now as she does with water or fire. So I replaced wind with flame in my version.
As for why in my version clone bodies are created...Well, Molly specializes in crafting hard. This is her second or third specialty almost after the battle. One of her mythical feats is creating a body for Lash. Her first faithful servants are cyber-devils who seize equipment and make it possessed. In my opinion, a combination of these themes for clones would be ideal.
Why subsouls? Well, because this is the easiest way to justify why they receive the benefit of Molly's charms and can be withdrawn.
The only thing I lack is knowledge about the Five Courts to make the flavor more related to them, and here I am hoping for the @Yog version.
With the crafting and anti shaping charm people were arguing over it for awhile and it was clear that if it wasn't bought now it'd be bought the following turn. Then it was.
I don't remember the same situation happening with Inner Devils was the thread ever so evenly split over it as the deciding factor for a charm vote?
[X] Plan Feeding and Healing v2
-[X] Molly, 41 XP
--[X] Splintered Gale Incarnation, 20 XP
--[X] Alchemy 4, 6 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 1, 3 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X]Plan Minion care
-[X]Molly 60 xp
–[X]False Springs Beckon (•••) 9XP
–[X]Inner Devils Unchained (••••) 12Xp
–[X]Endless Torment Emanation (•••) 12 XP
–[X]Shadow Spite Curse (••) 6XP
–[X]Golden Years Tarnished Black (••) 6 XP
--[X]Prayer eating first dot 2 XP
--[X]1 XP left over
-[X]Lydia
–[X]Companions of the Hunter (••••) 12 XP
--[X]Leadership (•) 2 Xp
--[X]1 XP saved
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X]Animal ken 1 2xp
–[X] Second dot of lore of awakening 5 XP.
[X] Plan Feeding and Healing + Defence v. Yog
-[X] Molly, 41 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Alchemy 4, 6 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
--[X] Prince of Ruin Attitude, 4 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X] Plan Feeding and Healing
-[X] Molly, 41 XP
--[X] Splintered Gale Incarnation, 20 XP
--[X] Alchemy 4, 6 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[X] Plan Feeding and Healing + Defence
-[X] Molly, 41 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Alchemy 4, 6 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Awareness 2, 5 XP
--[X] Alertness 2, 2 XP
--[X] Prince of Ruin Attitude, 4 XP
-[X] Lydia, 15 XP + 12 XP = 27 XP
--[X] Warding of Divine Ancestry, 15 XP
--[X] Companions of the Hunter, 12 XP
-[X] Tiffany, 15 XP + 7 XP = 22 XP
--[X] Lore of Awakening 3 dots, 22 XP
[x] Plan: Trying to buy votes. V2
-[X]Molly 60 xp
--[X] Splintered Gale Incarnation, 20 XP
--[X] Counter-Conceptual Interposition, 16 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Inner Devils Unchained, 12 XP
--[X]Running To Forever, 4xp -[X] Lydia - 15 XP --[X] Purchase Warding of Divine Ancestry (15 XP)
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X] Second dot of lore of awakening 5 XP.
[X] I Can See You, But You Can't See Me!
-[X]Molly 60 xp --[X] Purchase Black Mirror Incarnation (15 XP) --[X] Purchase Inner Devil Unchained (12 XP) --[X] Purchase Awareness up to 2 Dots (5 XP) --[X] Increase Alertness to 2 Dots (2 XP) --[X] Increase Alchemy to 4 Dots (6 XP) --[X] Total XP Spent: 40 -[X] Lydia - 15 XP, plus 12 Molly XP --[X] Purchase Companions of the Hunter (12 XP) --[X] Purchase Warding of Divine Ancestry (15 XP) -[X] Tiffany - 15 XP, plus 7 Molly XP --[X] Purchase Lore of Awakening up to 3 Dots (22 XP) -[X] Unspent XP: 1
[x] Plan: Molly's Warp storm and Demons
-[X]Molly 60 xp
--[X] Alchemy 5, 22 XP
--[X] Mana Manipulation, 13 XP
--[X] Maggot Mana Plague, 8 XP
--[X] Inner Devils Unchained, 12 XP
--[X] Awareness 2, 5 XP -[X] Lydia - 15 XP --[X] Purchase Warding of Divine Ancestry (15 XP)
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X] Second dot of lore of awakening 5 XP.
[X]Plan Minion care
- [x] Molly 57 xp
–[X]False Springs Beckon (•••) 9XP
–[X]Inner Devils Unchained (••••) 12Xp
–[X]Endless Torment Emanation (•••) 12 XP
–[X]Shadow Spite Curse (••) 6XP
–[X]Golden Years Tarnished Black (••) 6 XP
--[X]Prayer eating first dot 2 XP
-[X]Lydia
–[X]Companions of the Hunter (••••) 12 XP
--[X]Leadership (•) 2 Xp
--[X]1 XP saved
-[X]Tiffany
--[X]Buy first dot of lore of awakening 7 xp
–[X]Brawl 1 2xp
–[X]Animal ken 1 2xp
–[X] 5 Xp left over